#version 450 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec2 aTexCoord;
layout (location =2) in vec4 aColor;

out vec2 TexCoord;
out vec4 fraColor;
uniform mat4 uProjection;

void main()
{
   gl_Position = uProjection * vec4(aPosition, 1.0);
   TexCoord = aTexCoord;
   fraColor = aColor;
}  